22854 Commits

Author SHA1 Message Date
Ignacio R. Morelle
7531e7ef2e gui2/tslider: Improved color scheme for slider grooves
This makes it so the "selected" segment of the groove (towards the
slider origin) is drawn with a brighter color than the "empty" segment
(opposite from the origin). Since this obviously wouldn't work with
RGB #FFFFFF, and the color is too distracting anyway (it was pretty much
the only widget using the general *text* color), we now use the standard
UI border colors to match buttons, checkboxes and so on. This should
hopefully help with harmonizing Wesnoth's UI color scheme across the
board.

For this purpose we also introduce a macro for a darker/shaded disabled
text color, used for the unselected segment of disabled sliders.
2016-10-11 23:43:52 -03:00
Charles Dang
860325d3df Supposed to be with f1d2488529d0 2016-10-12 13:42:23 +11:00
Charles Dang
262188c82e MP Join Game: converted dialog to team-based tree view like MP Staging 2016-10-12 12:58:10 +11:00
Gregory A Lundberg
c3006b5321 THoT S07 Name the journeymen
Make it more clear who you must have with you to be able to recruit mages.
2016-10-11 14:01:23 -05:00
Gregory A Lundberg
8dd84fb01f THoT S12 Fix bug: Masked Dwarf names
All masked dwarves should be named "Masked Dwarf"
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
31bd5fcb1f THoT S12 Note no turn limit
As always, I miss it if it's not in the objectives.
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
28adedf499 THoT S13 Fix bug: Visual artifacts
Remove items which do not fade to black properly.
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
29934ea2af THoT S11 Fix bug: Karrag does not change
The standing animation prevented the new unit type from appearing on the map. Once it showed, scrolling made it less noticable; so pre-scroll to Karrag and hold there for a while. Also, switching back failed to show immediately due to a missing redraw.
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
5379783c7b THoT S10 Where is the West Gate
The East Gate had a label. Let's do one here, as well.
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
23e712ab84 THoT S10 Be more specific
OK, so who is the West Gate commander? Ah. Dulcatulos, I see ...
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
743943c993 THoT S09 Use type_tree
No longer any need to list all the advancements.
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
3afb622136 THoT S09 Find the staff
Make a comment about the staff so it does not simply appear.
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
65405a6e00 THoT S09 Fix bug: There can be only one
Only the last [avoid] for [ai] has any effect. Roll them all together.

YUCK!
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
2b5e9933c1 THoT S08 Fix bug: No Ollin
The scene makes no sense at all if you don't capture a village. So, if you sight the Masked Dwarves before you find Ollin, have him appear and run the conversation!
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
3a31336292 THoT S08 Fix bug: Villages don't just appear
Place the burned villages before the player has a chance to see them magically appear!
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
d089940f01 THoT Fix bug: Disallow Mage immediately
When you lose the last Mage from Master Perrin’s academy, you lose the ability to recruit Mages immediately instead of at the start of the next scenario.

Also, the check was omitted from S11.
2016-10-11 13:42:15 -05:00
Gregory A Lundberg
ab890425a0 THoT S07 Ratheln leaves earlier
Have him leave immediately, rather than after more comments.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
2c390ac20b THoT S07 Fix bug: Ratheln is a defeat condition
Ratheln must remain a Hero thoughout this scenario since, if he dies, the end sequence suffers terribly. On EASY, for later scenario, he is no longer a Hero; simply Loyal.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
a373ee334b THoT S07 Mages are loyal
They're given freely, not recruited. They should be loyal.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
f274beced4 THoT S07 Fix bug: Units too late
They should appear when given, not a little while later.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
ce00a48919 THoT S07 Fix bug: Units do not appear
They're given but we don't see them because they went to the recall list. They should appear on the map.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
9db28696db THoT S06 Clean up target shroud
Use Poor Man's Radius to show just the target.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
d4e65aef81 THoT S06 Fix bug: No Ratheln
It was possible to bypass Ratheln. Use enter_hex to stop the triggering unit, and extend the tripwire to the full height of the map. No need to check Ratheln is not there since this is a one-shot which creates him.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
dff12f8ae4 THoT S06 Fix bug: Missing objective
Ratheln's death is a defeat condition. Add it to the objectives and display them so the player knows.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
0cf9ba68df THoT S05 Fix bug: Too chatty
No need to comment on every spawn. Only comment on the first time side captures a village which spawns.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
3300dd3a7a THoT S05 Fix bug: Lua error
If there is no place to put the spawn, skip spawning any more units rather than throw a Lua error.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
8c3c557791 THoT S05 Fix bug: No unit for role
The conversation works best if there is a unit for the scout role. Also, added advancements, just in case.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
90b2c79861 THoT S05 Fix bug: Variable artifacts
Separate commit because this is a logic change. Use the previous owner (owner_side) to determine if the village should spawn indigenous units. This removes a large number of variable artifacts.
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
58cf481945 THoT S05 Fix bug: Deprecated Lua function
Correct campaign Lua script for:

    warning scripting/lua: wesnoth.put_unit(x, y, unit) is deprecated. Use wesnoth.put_unit(unit, x, y) instead
2016-10-11 13:42:14 -05:00
Gregory A Lundberg
31da3d2aff THoT S04 No pile of gold
So tempting. ME WANT! But it's at the end of the scenario so no way to get it.
2016-10-11 13:42:13 -05:00
Gregory A Lundberg
8fa0ba9bf2 THoT S03 Marth-Tak cannot be dead
His death is a defeat condition. No need to check he's alive.
2016-10-11 13:42:13 -05:00
Gregory A Lundberg
5674af58be THoT S02 Angarthing joins Aiglondur
Move the change to side 1 a bit earlier so we can see he's changed sides. Have him walk over to join Aiglondur to draw the player's eye to the change.
2016-10-11 13:42:13 -05:00
Gregory A Lundberg
397880d80d THoT Remove variable artifacts 2016-10-11 13:42:13 -05:00
mattsc
7834b25b57 Forest Animals Micro AI: move only one unit per execution
There is essentially no time saving involved with doing it all in one
execution as all tables need to be reevaluated for each unit anyway in
order to adapt to potential changes due to ambushes or WML events. (The
latter is not all done yet, will be added in a follow-up commit.)
2016-10-11 10:11:01 -07:00
Charles Dang
396267c900 Game Config: added default_color_list= key
This key contains the color range ids of the standard colors in the default order.

Previously, classes such as the connect_engine would have to cast ints to strings and browse for the numerically id-ed
color ranges. Consequently, since there are only 9 ranges identified by that method, 9 became a hardcoded number of
colors in certain places. This key allows for greater control over order and content of the default colors.
2016-10-12 01:04:05 +11:00
Charles Dang
3197db5bf6 MP Staging: small UI tweaks 2016-10-11 19:41:33 +11:00
Ignacio R. Morelle
abc9a599b6 gui2/tgame_cache_options: Relabel OK as Close 2016-10-11 01:12:05 -03:00
Ignacio R. Morelle
c458e3e180 gui2: Make dialogs with fs browse buttons use the new browse icon 2016-10-11 01:09:22 -03:00
mattsc
3d2fd331d3 Hunter Micro AI: goto hex must be passable for hunter 2016-10-10 17:13:13 -07:00
mattsc
2eeed5ad35 Big Animals Micro AI: move only one unit per execution
There is essentially no time saving involved with doing it all in one
execution as all tables need to be reevaluated for each unit anyway in
order to adapt to potential changes due to ambushes or WML events. (The
latter is not all done yet, will be added in a follow-up commit.)
2016-10-10 17:13:13 -07:00
mattsc
c91a65dde4 ai_helper check unit functions: also check if unit exists 2016-10-10 07:43:38 -07:00
Charles Dang
1f1855300d GUI2/Stacked Widget: removed [stack] wrapper around [layer] and use the latter directly
All dialog WML changes in this commit consist of removing [stack] tags and reducing subsequent subtag indent
by one layer.
2016-10-10 18:55:52 +11:00
Charles Dang
25eb58abb6 New Browse button definition and images
Edited version of the Editor Load icon, sans the arrow
2016-10-10 18:23:36 +11:00
Charles Dang
b662e03dad Tooltips: fixed a tiny shading inconsistency 2016-10-10 14:36:51 +11:00
mattsc
f28d4336bf ai_helper.move_unit_out_of_way: normalize dx/dy here
Instead of making it a requirement that they should be normalized by
the calling function.
2016-10-09 14:25:15 -07:00
gfgtdf
c90f598c48 use wesnoth.fire_event instead of wesnoth.fire_event_by_name 2016-10-09 19:58:11 +02:00
mattsc
1a5e9051a8 ai_helper: correctly and consistently deal with invisible units
Previously, some functions saw invisible units, while others did not.
Moreover, this behavior could be triggered on and off for some
functions, but not for others, and the parameter to do so was not the
same in all cases.

Now, the default setting for all ai_helper functions is to ignore
invisible units and this can be turned on and off with the same
parameter, viewing_side, with the same syntax and meaning as for the
built-in functions wesnoth.find_path() and wesnoth.find_reach(). This
means hat it can be passed directly between those functions and all the
ai_helper functions.
2016-10-09 08:51:13 -07:00
Charles Dang
aabc655c6c MP Staging: redesigned dialog to group sides by team 2016-10-09 21:57:37 +11:00
doofus-01
c7040d6bb0 time of day variants for merfolk villages (coast.png) 2016-10-09 12:15:19 +11:00
doofus-01
ca83f5028c some variations and better cropping for aquatic castle walls (#814)
* some variations and better cropping for aquatic castle walls

* more castle wall variations and cropping

* uncommented the line disabling the default brown bank images for castle-water transition, to cut down on image-per-hex count
2016-10-08 22:46:05 +03:00